Eldar Heavy Support Tactics
In this section we will be looking at the Eldar Heavy Support choices and their tactics.
The light and fast Eldar troops are all well and good, but there is a need for some hitting force support too.
This is where the heavy support choices come in.
Support Weapon Battery
Support weapon batteries are move or fire weapons. This means that you will want to set them up and not move
them unless you have to.
There are three weapon options, D-Cannon, Vibro Cannon and Shadow Weaver.
D-Cannon
The D-Cannon is possibly the most potent of the three weapon platforms, but it is limited by it's 24" range. You
may have to sacrifice a turn or two of firing to get the battery in to position. If you have a free heavy support
slot think about having two small batteries instead of one large one. This way you could move one and have the
other firing in the same turn.
Vibro CannonThe Vibro Cannon is a potent weapon. The more you have in a squad, the more likely you are to
hit, ( 50% with one, 75% with two, 87.5% with three ).
Once you have hit then you need to draw a line from the weapon (choose any of the three ) through as many squads
as possible. This will be easier if the support weapons are to the side of the opponents advance.
The Vibro Cannon is AP-, so it works better against lightly armoured troops ( Guard, Orks, Tyranids etc), but
don't be afraid to use it against tougher troops if you have a battery of three. D6 (average 3.5) S6 hits will do
damage to any troop type and most light vehicles.
Shadow Weaver
The Shadow Weaver is the cheapest and longest range of the three Support Weapons, and it has the longest range.
Their relative low strength means that you will want to target troops.
The shadow weavers lower strength is made up for by the fact that is is a template weapon.
Dark Reaper Tactics
Eldar Dark Reapers as possibly the best Space Marine killers in the Eldar army. They are armed
with the Reaper Cannon which is a move or fire weapon. Because of this you will want to place your Dark
Reapers where they can see most of the board ( in a building, high up) and not move then if possible.
Reaper Cannon
The Eldar Dark Reapers Reaper Cannon is S5, H2 and AP3, this means that a squad of 5 should
kill ( 10 x 2/3 x 2/3 = 40/9 ) 4.4 Space Marines per round at 48",with no armour saves! Highly recommended
if you will be facing power armour opponents.
Note that the kill rate drops off dramatical if you are facing Space Marines in Terminator
Armour. A squad of 5 should kill ( 10 x 2/3 x 2/3 x 1/6 = 40/54 ) 0.7 Space Marine Terminators per
round!
Wraithlord Tactics
The Eldar Wraithlord has a dual role of walking gun
platform, and as a close assault creature. In this sense it compares with the Space Marine Dreadnought.
Wraithsight
The Wraithlord has the wraithsight special rule. Because of this it is best to keep the Wraithlord within 12 of
a psyker (Farseer or Warlock). A Warlock that is in another squad ( eg. Wraith Guard squad) is fine.
If psykers become scarce then the Wraithlord may become unpredictable.
Monstrous Creature
The Wraithlord is a Monstrous Creature and get all the monstrous creature special rules.
Move Through Cover
The Wraithlord is not bothered by difficult terrain. This will speed up your movement around the table.
Fire Two Weapons
Monstrous creatures can fire two weapons in the same turn. This is useful for the Wraithlord as you have a
selection of weapons to choose from.
Note This rule does not let the Wraithlord fire a weapon and run in the same turn because to run
the unit has to give up the whole of the shooting phase.
Relentless
Monstrous creatures can fire heavy weapons and move and assault. This is useful as the Wraithlord cane move
about the table and still fire.
No Hiding
Monstrous creatures can not go to ground for extra cover saves. Also regular cover works in the same way as
tanks get cover. For example, half of his body needs to be obscured by the cove from over half of the squad
shooting. Bear this in mind as the Wraithlord does not get an invulnerable save. Some players model their
Wraithlord in a crouching pose to reduce its size. Plot a course between larger terrain pieces if possible,
otherwise you will have to rely on the Wraithlord's toughness 8 to keep him alive!
Ignores Armour Saves
Being a monstrous creature the Wraithlord can hit with a big thump and ignore regular armour saves in close
combat. This means that heavily armoured troops make better targets, so ignore the scouts and attack the Space
Marine Tactical Squads!
2D6+S Armour Penetration
The Wraith Lord gets the Monstrous creature's extra D6 when rolling for armour penetration. This means the
average roll will be 17! Remember that this is worked out against the vehicle's rear armour value and that he has 2
attacks, 3 attacks if he charged that turn and can re-roll misses if he has a Wraithsword! (Land Raiders =
mincemeat).
Weapon Options
Shuriken Catapults
These are exactly like the Shuriken Catapults that the Eldar Guardian Defenders use. This means that the
Waithlord can fire of a moderate number od shorts at close range. However the heavy weapons that the
Flamers
Star Cannon
Bright Lance
Scatter Laser
Shuriken Cannon
Missile Launcher
Wraithsword
War Walker Squadron Tactics
The War Walker in the Eldar walking gun platform. It's light weight, but can take a selection of weapons
options. Keep an eye the upgrade options to add a bit of toughness and survivability.
The war walker
Falcon
The Falcon is the Eldar general purpose tank. It's fast, it has a selection of main weapons, and it can carry
troops too.
Main Weapons
The Falcon has two main weapons. One main weapon has to be a Pulse Laser, but now you get a choice of 2nd
weapon.
Pulse Laser
The Eldar Pulse Laser is a bit weaker than the Space Marine Lascannon, but you get to shots per turn, this means
that on average you should get hit per turn. Being a laser weapon you will want to target large targets.
Scatter Laser
The Scatter Laser is the traditional 2nd main weapon for the Eldar Falcon, it does compliment the Pulse laser
quit well, it is not so powerful, but has four shots per turn. This makes it very useful against tougher troops and
light verchiels like skimmers.
Shuriken Cannon
The Falcon Shuriken Cannon is the cheapest 2nd weapon option available. If you are looking to save some points,
then it is an option, otherwise I would recommend looking at the other weapon options.
Fire Prism
The Fire Prism is a Falcon that has swapped its troop carrying ability to take a larger weapon. The Fire Prism
can fire either a focused tank busting beam, or a wider dispersed troop swatting beam. There is also a neat 'joint
forces' options.
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